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October 2, 2014
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20 Years of Mana: Secret of Mana's Enduring Influence 21
by Christian Nutt, Douglas Wilson [08.09.13]
This week, 20 years ago, Secret of Mana was released for the Super Nintendo. What has made the game so enduring? And what inspirations does it offer to contemporary developers? Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discuss.
Audio, Art, Console/PC, Indie

Envisioning Our Interactive Audio Future 6
by Damian Kastbauer [07.03.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, sound designer Damian Kastbauer blends narrative and design notes to craft an inspirational future vision for interactive audio.
Audio, Game Developer Magazine, Columns, GD Mag Exclusive

Advanced Audio Streaming in Unity 12
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio, Programming, Indie, Smartphone/Tablet

Postmortem: Q-Games' Pixeljunk 4am 6
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

GDC 2015 is now open for registration! 1
by GDC Staff [10.01.14]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2015 is now open for registration!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Blog: Emotional parameters 1
by Gamasutra Community [09.29.14]
"I was wondering how feasible it might be to have a whole new group of more abstracted parameters that reflected things like how the player felt."
Audio, Console/PC

Q&A: Making music with former Bungie composer Marty O'Donnell Exclusive 1
by Alex Wawro [09.23.14]
Gamasutra speaks with former Bungie composer Marty O'Donnell to learn more about how he works, and to shed some light on how audio production on a AAA production like Destiny works.
Audio, Console/PC, Exclusive

Synchronizing Gameplay and Animation with Music 2
by Ben Bradley [09.29.14]
Some of the things I've discovered whilst developing a music game with synchronized events and animations. What works, what I can get away with, how to alter perceptions, and what breaks them.
Audio, Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet

Getting/Making Game Music that Fits - World Tour Series - Romantic Music  
by Harry Mack [09.26.14]
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Romantic music.
Audio, Indie

So they made you a lead; now what? 14
by Oliver Franzke [09.26.14]
Transitioning from a production role into a leadership position can be very challenging, which is a lesson I had to learn the hard way. In doesn't have to be that way and I hope that this post will help newly minted leads to get started in their new role.
Audio, Design, Programming, Production, Art, Console/PC, Serious, Social/Online, Smartphone/Tablet

Emotional Parameters 1
by Rob Bridgett [09.25.14]
Game sound in both middleware and proprietary engines is controlled and connected to the game by parameters, switches and states. Do parameters hold the key to how deeply integrated into the game your sound really is?
Audio, Console/PC, Indie, Smartphone/Tablet

Writing the music for Smash Hit  
by Douglas Holmquist [09.19.14]
In this post, composer Douglas Holmquist describes the process of writing the music for Mediocre Games' Smash Hit.
Audio, Indie, Smartphone/Tablet

Digital Extremes — London, Ontario, Canada
Sound Designer